wip(0.S3): packages and examples migrated in one run - ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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172 changed files with 3094 additions and 2966 deletions
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@ -23,13 +23,16 @@ event Died { e: int = 0, src: int = 0 }
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event Healed { e: int = 0, amount: int = 0 }
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event Crit { target: int = 0, src: int = 0 } # the attacker's crit_pct fired
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var combat_reflecting: bool = false # thorns never reflect thorns
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state GameplayState {
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combat_reflecting: bool = false # thorns never reflect thorns
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combat_pending: int = 0
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fac_tbl: words = null
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}
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# the mutable channel for lever 6: listeners rewrite the pending damage here.
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var combat_pending: int = 0
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@Namespace(Combat) function combat_amount() -> int { return combat_pending }
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@Namespace(Combat) function combat_set_amount(n: int) -> void { combat_pending = n }
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@Namespace(Combat) function combat_amount(gameplay_st: GameplayState) -> int { return gameplay_st.combat_pending }
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@Namespace(Combat) function combat_set_amount(gameplay_st: mut GameplayState, n: int) -> void { gameplay_st.combat_pending = n }
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# Combat.mitigate(target, raw) — raw minus effective defence, floored at 1 so any
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# landed hit chips at least a point (a common, tunable default). A game that wants
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@ -43,7 +46,7 @@ var combat_pending: int = 0
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# Combat.damage(target, src, amount) — the full pipeline. Returns the damage
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# actually applied (0 when vetoed or the target has no Stats/hp).
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@Namespace(Combat) function combat_damage(target: int, src: int, amount: int) -> int {
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@Namespace(Combat) function combat_damage(gameplay_st: mut GameplayState, target: int, src: int, amount: int) -> int {
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let P = World.prop_id("Stats")
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if P < 0 { return 0 }
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if World.has(target, P) == 0 { return 0 }
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@ -54,9 +57,9 @@ var combat_pending: int = 0
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var raw = amount * stats_field(src, "damage_pct", 100) / 100
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let crit = stats_field(src, "crit_pct", 0)
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if (crit > 0) and Random.chance(percent: crit) { raw *= 2; emit Crit(target: target, src: src) }
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combat_pending = combat_mitigate(target, raw)
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if emit DamageAboutToApply(target: target, src: src, amount: combat_pending) != 0 { return 0 }
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var dmg = combat_pending
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gameplay_st.combat_pending = combat_mitigate(target, raw)
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if emit DamageAboutToApply(target: target, src: src, amount: gameplay_st.combat_pending) != 0 { return 0 }
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var dmg = gameplay_st.combat_pending
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if dmg < 0 { dmg = 0 }
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var hp = World.get(target, P, fhp) - dmg
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@ -69,10 +72,10 @@ var combat_pending: int = 0
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let leech = stats_field(src, "leech_pct", 0)
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if (leech > 0) and Random.chance(percent: leech) { combat_heal(src, stats_field(src, "leech_hp", 1)) }
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let thorns = stats_field(target, "thorns", 0)
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if (thorns > 0) and (src != target) and (not combat_reflecting) and (World.has(src, P) != 0) {
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combat_reflecting = true
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combat_damage(src, target, thorns)
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combat_reflecting = false
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if (thorns > 0) and (src != target) and (not gameplay_st.combat_reflecting) and (World.has(src, P) != 0) {
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gameplay_st.combat_reflecting = true
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combat_damage(gameplay_st, src, target, thorns)
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gameplay_st.combat_reflecting = false
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}
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}
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return dmg
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